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9783540452591

Entertainment Computing - ICEC 2006 : 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings

by ; ;
  • ISBN13:

    9783540452591

  • ISBN10:

    3540452591

  • Format: Paperback
  • Copyright: 2006-11-15
  • Publisher: Springer Verlag
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Summary

This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006, held in Cambridge, UK in September 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected from 95 submissions. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.

Table of Contents

Towards bi-directional dancing interactionp. 1
An emotional path finding mechanism for augmented reality applicationsp. 13
Interacting with a virtual conductorp. 25
Animal controlled computer games : playing Pac-man against real cricketsp. 31
Leaving a message with the PaPeRo robot : the effect of interaction experience with real or virtual PaPeRo on impression evaluationp. 37
Passive interactivity, an answer to interactive emotionp. 43
Entertainment on mobile Internet services : from the Korean consumer perspectivesp. 53
Experimental approach for human perception based image quality assessmentp. 59
Interaction and participation in radio plays : a novel approach to an old mediump. 69
Real-time monitoring system for TV commercials using video featuresp. 81
Interactive dramaturgy by generating acousmetre in a virtual environmentp. 90
Exposure to violent video games and desensitization to violence in children and adolescentsp. 96
Kansei Mediated Entertainmentp. 103
Backseat playgrounds : pervasive storytelling in vast location based gamesp. 117
Layered multiple displays for immersive and interactive digital contentsp. 123
Design and implementation of a fast integral image rendering methodp. 135
A neural classifier for anomaly detection in magnetic motion capturep. 141
Multichannel distribution for universal multimedia access in home media gatewaysp. 147
Language-driven development of videogames : the experiencep. 153
Architecture of an authoring system to support the creation of interactive contentsp. 165
Applying direct manipulation interfaces to customizing player character behaviourp. 175
Programmable vertex processing unit for mobile game developmentp. 187
Vision-based real-time camera matchmoving with a known markerp. 193
OHAJIKI interface : flicking gesture recognition with a high-speed camerap. 205
The smart dice cup : a radio controlled sentient interaction devicep. 211
Learning about cultural heritage by playing geogamesp. 217
Dynamic binding is the name of the gamep. 229
Lessons learned from designing a virtual heritage entertainment application for interactive educationp. 233
A dynamic load balancing for massive multiplayer online game serverp. 239
My photos are my bullets - using camera as the primary means of player-to-player interaction in a mobile multiplayer gamep. 250
Enjoyment or engagement? : role of social interaction in playing massively mulitplayer online role-playing games (MMORPGS)p. 262
On-line motion style transferp. 268
Dynamic skinning for popping dancep. 280
Discovery of online game user relationship based on co-occurrence of wordsp. 286
Mobile phone gaming (a follow-up survey of the mobile phone gaming sector and its users)p. 292
Designing a story database for use in automatic story generationp. 298
An efficient algorithm for rendering large bodies of waterp. 302
Forbidden city explorer : a guide system that gives priority to shared images and chatsp. 306
Reinforcement learning of intelligent characters in fighting action gamesp. 310
Capturing entertainment through heart rate dynamics in the playware playgroundp. 314
Design implications of social interaction in online gamesp. 318
TEMPEST : a text input system for musical performersp. 322
Design strategies for enhancing experience-based activitiesp. 326
Imitating the behavior of human players in action gamesp. 332
Electronic treasure hunt : real-time cooperation type game that uses location informationp. 336
Design of positive biofeedback using a robot's behaviors as motion mediap. 340
Social landscapes : visual interface to improve awareness in human relationships on social networking sitesp. 350
Bare hand interface for interaction in the video see-through HMD based wearable AR environmentp. 354
Studying user experience with digital audio playersp. 358
The development of a collaborative virtual heritage edutainment system with tangible interfacesp. 362
Clustering of online game users based on their trails using self-organizing mapp. 366
Communication supports for building world wide Internet game communitiesp. 370
Hardcore gamers and casual gamers playing online togetherp. 374
High-precision hand interfacep. 378
Real-time animation of large crowdsp. 382
Vision-based bare-hand gesture interface for interactive augmented reality applicationsp. 386
PHI : physics application programming interfacep. 390
A vision-based non-contact interactive advertisement with a display wallp. 394
"SplashGame" : a ludo-educative application based on genre and verbal interactions conceptsp. 398
Shadow texture atlasp. 402
A chording glove for games : development of a wearable game devicep. 406
VIRSTORY : a collaborative virtual storytellingp. 410
Table of Contents provided by Blackwell. All Rights Reserved.

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